Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: Air Forte - SFML game released on Steam  (Read 11551 times)

0 Members and 1 Guest are viewing this topic.

Brendon

  • Jr. Member
  • **
  • Posts: 83
    • View Profile
    • http://blendogames.com
Air Forte - SFML game released on Steam
« on: September 30, 2010, 09:55:06 am »
Hi all, thought I'd drop a note announcing my game Air Forte was released on Steam today.  The game is about piloting airplanes through arenas involving geography, math, and vocabulary.

Air Forte is written with the C# binding of SFML, and uses the Mono framework in lieu of the .net framework.  The Mono files are included in the distribution, so the game is a stand-alone package. The game is available for both PC and Mac.

The SFML library is quite pleasant to work with. I'm using it again for my next project and it's working very well - big thanks to Laurent and crew.

Game info/videos:
http://blendogames.com/airforte

Steam page:
http://store.steampowered.com/app/55020

   

Tank

  • SFML Team
  • Hero Member
  • *****
  • Posts: 1486
    • View Profile
    • Blog
    • Email
Air Forte - SFML game released on Steam
« Reply #1 on: September 30, 2010, 10:11:31 pm »
Congrats! It's nice to see a first commercial title powered by SFML. I'll test the demo later.

pierreyoda

  • Full Member
  • ***
  • Posts: 186
    • View Profile
    • http://pierreyoda.pagesperso-orange.fr/
Air Forte - SFML game released on Steam
« Reply #2 on: October 01, 2010, 03:04:50 pm »
Quote from: "Tank"
Congrats! It's nice to see a first commercial title powered by SFML. I'll test the demo later.


+1. I've rapidly tested the demo, and it seems very nice, with nice animations and GUI. Good job!  :D
Projects:
- Open Rodent's Revenge (rewriting in progress)
- Open Advanced War (paused)

Hugo

  • Jr. Member
  • **
  • Posts: 60
    • View Profile
Air Forte - SFML game released on Steam
« Reply #3 on: October 04, 2010, 06:27:58 am »
viva le sfml!

panithadrum

  • Sr. Member
  • ****
  • Posts: 304
    • View Profile
    • Skyrpex@Github
    • Email
Air Forte - SFML game released on Steam
« Reply #4 on: October 04, 2010, 08:17:06 am »
Nice game. Congratulations. It's always inspirating to see a finished commercial project!

Please, could you tell us the requirements of releasing a game in Steam? How money costs? Thanks!

Brendon

  • Jr. Member
  • **
  • Posts: 83
    • View Profile
    • http://blendogames.com
Air Forte - SFML game released on Steam
« Reply #5 on: October 07, 2010, 02:30:14 am »
Thanks, everyone!

@panithadrum - I can't get into the specific numbers, but as a developer I've been quite happy working with Steam.

dabo

  • Sr. Member
  • ****
  • Posts: 260
    • View Profile
    • http://www.dabostudios.net
Air Forte - SFML game released on Steam
« Reply #6 on: October 09, 2010, 12:11:19 pm »
Great game, I wish the demo was a bit longer though :)

jonaSoft

  • Newbie
  • *
  • Posts: 1
    • View Profile
Air Forte - SFML game released on Steam
« Reply #7 on: October 12, 2010, 06:32:18 pm »
good game for Xbox 360 also was used sfml? or just created a port?

Nexus

  • SFML Team
  • Hero Member
  • *****
  • Posts: 6287
  • Thor Developer
    • View Profile
    • Bromeon
Air Forte - SFML game released on Steam
« Reply #8 on: October 12, 2010, 06:52:55 pm »
I don't want to offend you, but as far as I'm concerned, 15$ is too much for such a game. From what I've seen in the demo, Air Forte doesn't seem to provide either innovative gameplay or long-lasting fun – in contrast to other games in a similar price range, like Plants vs Zombies or World of Goo.

But that's just my opinion, propably I'm too old for this genre. ;)
Zloxx II: action platformer
Thor Library: particle systems, animations, dot products, ...
SFML Game Development:

Brendon

  • Jr. Member
  • **
  • Posts: 83
    • View Profile
    • http://blendogames.com
Air Forte - SFML game released on Steam
« Reply #9 on: October 30, 2010, 02:01:33 am »
@jonaSoft - For the Xbox360 version, I ported the game over to XNA.  Both versions use the same C# gameplay code and I kept the drawing/audio calls modular, so it was a fairly smooth transition.